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Tornadoli

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Apr 22, 2008
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Werewolf CCXIII: Italian Pizza Industry

Well'a, ciao! Welcome'a to my'a game'a of'a werewolf! You'a are'a in'a little'a village in'a Southern'a Bell-a Itali-a! Your job'a is make'a good pizza, your'a hobby is'a to make'a good pizza, and'a at night'a, you dream'a of making'a good pizza! But'a, what's this'a? Pizza Hut? Dominoes Pizza? What is'a this'a thick cake that'a pretends'a to be pizza!? Are'a some Americanos tryin'a to infiltrate us'a?!


Werewolf For Newbies (by tamius) - this is not part of the ruleset and is only here for convenience of new players. Only the official rules count:

You are either a "good" player or a "bad" player. Whichever you are, you are obliged to vote once per day, by posting in bold in the thread. eg. Vote Tamius. You may Unvote and Vote someone else as many times as you want, and the player with the most votes at the end of the day is brutally killed by everyone, that is, "lynched". If you are a werewolf, you may send in a "hunt" order by Private Message to the GM. The GM runs the game.

All orders must be in before the deadline, or they are ignored. It is considered that everyone votes during the "day." and the wolves hunt during the "night." Normally most games begin with a "night deadline", a day in which the votes are ignored (known as "day zero sham voting") and only the orders, by the wolves and other roles which send orders, are considered.

There are a multitude of roles in the game of Werewolf, and they are listed below, with their effects. Some players may also have traits.

For the villagers and other "good" players to win, they must kill all the "bad" players (wolves). For the "bad" players to win, they must kill all members of opposing packs (generally there are two packs, occasionally three or more) and then reach the same numbers as the remaining "good" players. This is called parity, and when baddies of one pack are equal or greater in numbers than goodies, they win.

To sign up to a game of werewolf, post in this thread. A simple "In" will suffice, and you will be added to the player roster by the GM.

Rules:


1. Each player must cast his vote (like so: Vote Tornadoli and it can be changed like so: Unvote Tornadoli, Vote BiB) before 19:00 GMT (20 CET). Should a player miss a vote, he will be forgiven, but on his second or third non-vote, he will be subbed or autolynched. Votes should be made in larger font and bolded - it is your responsibility that your vote is seen.


2. Your votes must be unambiguous, for anyone, even the newest and freshest player. If in doubt, post a person's full username.

3. The player with the most votes at deadline will be lynched. In case of a tie (more than one player has the same number of votes at deadline), all tied players will be lynched.

4. Any votes cast with timestamp 20:00 (GMT) or thereafter, but before the update goes up will be ignored, and will not count towards the day just finished or the day just starting. A vote at 19:59 GMT counts, a vote at 20:00 GMT does not count.

5. Any vote which a player edits to a different vote will be dealt with harshly, especially at or near the deadline. You may not edit posts - you can consider the rule against double-posting temporarily suspended in that situation. You may especially not edit vote posts.

6. For scan and hunt orders, if the timestamp is 20:00 GMT, they will be ignored (same rules as for votes). For packs of multiple werewolves, the last order sent by any member of the pack is counted, and if on any day the someone forgets to send an order, their action will not occur, regardless of backup orders for previous days. If someone asks the GM to scan a list of people over multiple days, eg. "if I forget to send an order on any day, scan/hunt X" he can do so. I suggest every role with orders sets up a standing order list.

7. A player may ask to be a substitute if someone has to drop out of the game for whatever reason, and the GM will replace them when it is needed. If a player has to drop out and no substitutes are available, the GM may autolynch them.

8. If you wish to sub in, you must send a private message to the GM, who will keep a secret list. Posting publically in the thread will automatically disqualify from subbing. No exceptions.

9. Spectators and Ghosts ("dead" players) may haunt, taunt and flaunt. They may not reveal any secret/inside information nor may they do voting records . They may not comment on the game, provide insight, analysis, ideas, suggestions, etc. If in doubt, don't post it. Anyone caught doing it risks being banned from later Werewolf games. When making a ghost/spectator comment, please use a non-white color, that's not this green. This is my green.

10. You may fake private messages to anyone. However, you may not post a screenshot of a private message. YOU MAY NOT POST PMS FROM THE GM. YOU MAY NOT POST PMs WITH PM NUMBERS. AGAIN: YOU MUST DELETE PM NUMBERS. The only acceptable way to post PMs are as follows:

Tornadoli said:
Hello this is a great PM
i.e. within QUOTE tags. This is NOT allowed:



Tornadoli Cool custom title


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This is a great PM!
https://forum.paradoxplaza.com/forum/index.php?threads/werewolf-cciv-the-experiment.937743/
Tornadoli, Monday at 00:34 Report
Reply



11. You may not discuss role PMs. Discussion of role PMs (even mentioning whether you have received one or not, or "joke" posts) will result in an immediate autolynch.

12. Alliances between players which aren't based on your roles in the game are frowned upon. These alliances which continue from one game to another undermine the whole idea of the game.

13. Surrenders are not accepted.

14. The game ends in a goodie victory once all wolves have been killed. A wolf pack wins once all wolves from other packs have been killed, and if the number of remaining baddies is equal or larger than the number of remaining goodies. All remaining baddies win in that case. In any case, only players alive at the end win. The necessary victory conditions are checked at the end of every day or night phase separately.

15. The GM must be added to all PM conversations between players.

16. The GM has the last word on all matters.

 
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The Roles
Not all Roles and Traits may be used in a game

Goodies

Villager: Has his own Italian pizza restaurant. Has no special abilities.

Pizza expert (seer): Can taste even the most minute differences in pizzas, and can immediately tell Italian pizzas from American pizzas. Scans once per night. Should the Seer scan a Werewolf or an Apprentice, he would be told so, but anything else will give him the result "villager."

Priest (priest): On the side of good Italian Catholics. Scans once per night. Should the Priest scan a Gangster, Sorcerer or Apprentice, he would be told so, but anything else will give him the result "villager".

Rich beneficent (Guardian Angel): No one knows quite how he got rich, but everyone knows he is rich, and he loves real Italian pizza, and will use his money to protect one restaurant from takeover a night. Sends in a protection order once per night. Should the selected person be attacked by Werewolves, they will survive, and the update will tell the village no hunt occurred during the night. The Guardian Angel, aka GA, cannot protect the same person twice in two nights.

Local government official (Jailkeeper): Tries to do good, but is a bit inefficient - he protects a restaurant, but in the process shuts it down for a bit. May protect one person per night from any death (even hunter). The protected player will not be able to perform any night actions (should the protected player try, he will be told "Your action could not be performed."). May not protect a person who was protected within the last two nights. Will not stop a wolf from hunting or a gangster from scanning unless they are the last remaining wolf in their pack/last remaining gangster. Cannot protect himself.

Apprentice: If an apprentice is scanned by a scanning role, ie seer priest or sorcerer, they become claimed by said role. If their master who scanned them dies, or somehow loses his scanner role, the apprentice will succeed them and gain their role (and lose any other they had at the time). They will not lose any of their traits when that happens. Whilst the apprentice is a goodie role, sorcerer's apprentice is considered a baddie and will count for parity, and hence baddie victory, with any pack. A claimed apprentice, if there is one at the start, will be told his master's name and role. A scanner can have multiple apprentices, and if he is killed, the apprentice that was claimed first succeeds him, and the second (and any more) apprentices will become apprentices of the new scanner. Apprentices will not be aware they are apprentices upon game start, and will be told that they are villagers.



Baddies

American businessmen (werewolves): Tries to take over Italian pizzerias. Organized into packs, each night the pack hunting that night (the information on which pack hunts when is told to the wolves, but is a secret) chooses a victim and attempts to eat them. The packs have names and colors, but these have no bearing on them.

Gangsters: Gangsters work with the Americans, as all they think about is dollars. They know who they are, and since they are Italian themselves, they can easily tell who is American, and who is Italian. Gangsters form a pack like werewolves (there will only be one gangster pack). Gangsters win if any werewolf pack wins. Can send one scan order per night (as a pack), will be told whether a player is GOOD or BAD. They do not hunt. Change into wolves if all wolves are dead.

CIA spy (sorcerer): Why should the US government send spies to help a private business? Who knows. Sends a scan order every night. Should the player be a seer, priest, or apprentice, the Sorcerer will be told what their role is, but should he scan anyone else, he will simply be told that they are a villager. Counts for parity with any pack and wins if any pack wins, as do any apprentices he holds.


The Traits



Vandal: May target one player a night, who will then scan as a wolf or gangster (if there is a contradiction, the target will scan as a wolf) for that night only. E.g. if the vandal targets Tornadoli, and Tornadoli is scanned by the seer, the seer will get the result "wolf", and if he is scanned by the priest, the priest will get the result "gangster". May not target the same person twice in a row.


Brutal: Upon being lynched, may kill one person in addition to themselves.

Blessed: If the blessed person is hunted by werewolves during the night, they will lose their trait, but survive. The update will say that no kill occurred during the night. Holders of this trait will not be aware of it at game start.

Cursed: Upon being hunted by werewolves, they will become a werewolf of the pack that hunted them, and lose their previous role. They will survive. The wolves will be informed of the cursed player when they are hunted. If a cursed apprentice becomes seer, they will stay cursed, and may change from a seer to a werewolf when hunted. The update will say no kill occurred during the night. Cursed players will not be aware they are cursed at game start.


Hunter: Once per game, the hunter may, kill a person during the night, regardless of anything that would stop him doing so (except if blocked by the roleblocker or jailkeeper). If he does so, his name will not be revealed in the nightly update.

OEO: When hunted, the OEO kills one wolf from the pack that hunted him before dying in the attack. Holders of this trait will not be aware of it at game start.


Spiritually Attuned: If scanned, will sense so. Has a 25% chance to tell the role but not the name of the scanner, and a mutually exclusive 25% chance to tell the role and the name of the scanner (in case of the gangsters, a random alive gangster's name will be chosen). Note: seer/seerish, priest/priestish, sorcerer/sorcerish give the same result, e.g."you have been scanned by a seer scan".

Seerish powers: Once per game, may scan a player. He will be told if they are a werewolf or apprentice, and if they are neither he will be told they are simply a villager. After the trait is used, it is lost. He will not be told if an apprentice has been claimed or not.

Priestly powers: Once per game, may scan a player. He will be told if they are a gangster, sorcerer, or apprentice, and if they are not he will be told they are simply a villager. After the trait is used, it is lost. He will not be told whether an apprentice is claimed or not.

Sorcerous powers: Once per game, may scan a player. He will be told if they are a seer, priest, or apprentice, and if they are not he will be told they are simply a villager. After the trait is used, it is lost. He will not be told if an apprentice is claimed or not.


Innkeeper: Has their own bar. May target one player per night, who will not be able to perform their role. If this targets a wolf, this will not affect the hunt order if there are any more wolves alive in that pack (regardless on who actually sent the order). If the wolf is alone in the pack, he will not be able to hunt. Same with gangsters (if a gangster is alone, no scan order; if not alone, scan will go through regardless who sent the scan order). The blocked player, should he try to perform a nightly action, will be told: "Your action could not be performed." The innkeeper cannot target the same person twice in a row. A roleblocked player does not use up single-use powers, e.g. if a hunter is roleblocked and tries to fire a shot, the hunter won't be able to shoot that night, but his power won't be lost. May not target himself.

Voyeur: May target one player per night, and will see what nightly action, if any (except, obviously, the voyeur's scan itself), was performed on that player. The possible results are:
"Player X was targeted by a seer/priest/sorcerer scan" (Note that this includes seer/priest/sorcer- ish scans!) or "Player X was targeted/scanned/protected by <role>", e.g.: "Player X was targeted by a seer scan." or "Player X was targeted by a jailkeeper" or "Player X was protected by a Guardian Angel". If the player was not targeted, the Voyeur will be told "No nightly action was performed on this player". May not target himself. May not target a person twice in a row.

Victor Zsyzz - no one knows why someone would have a weird name like that in an Italian village, but he absolutely hates silence. Can kill a player every night who has posted 3 posts or fewer during that day.


Rival: this person has a rival, which they must kill before the end of the game in order to win. Can be good or bad. If both rivals are alive at the end of the game, even if they are on the winning side, they will count for parity, but still lose.

Day actions are as follows:

1. GM autolynch of absent player
2. Leader
3. Lynch
4. Brutal

Night actions are as follows:

0. Victor Zsyzz
1. Innkeeper
2. Jailkeeper
3. Hunter shot
4. Vandal
5. GA protection
6. Seer scan (including seerish)
7. Priest scan (including priestish)
8. Sorcerer scan (including sorcerish)
9. Gangster scan
10. Werewolf hunt
11. Spiritually attuned
12. Voyeur


If multiple of the same role/trait scan at the same time and they conflict, the GM will flip a coin or roll an imaginary dice to determine which goes first.

This order does not mean that powers later in the list can set conditional orders based on things earlier eg. "if the werewolves hunt xxx, use witness power" but serves as a way of resolving technicalities for the GM. In most games, players should not need to care about this.

The protection layers are as follows, from outermost (i.e. taking effect first) to innermost: Jailkeeper, Guardian Angel, Blessed.

Any role/trait may target themselves unless explicitly stated otherwise in the rules.

There are no hidden rules/roles/traits not stated here. Anything not explicitly forbidden by the rules is allowed.
 
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Player List

1. Health
2. jeray2000, cursed villager, lynched Day 1
3. De Chatillon, cursed villager, shot by a hunter Night 3
4. aedan777
5. Hazbot
6. Claude LC
7. esemesas as Mario Balotelli

8. JermanTK as Donald Trump with a fork and knife, villager, lynched Day 3
9. Gen. Marshall as pizzeria "Giulio Cesare", blessed wolf of the Pizzeria Numero Due pack with a priestly scan and a rival, lynched Day 2
10. Kaisersohaib, gangster with the Victor Zsyzz trait, hunted Night 3
11. Jacksonian Missionary
12. F72Voyager as the Noid
13. Yakman as a sexy pizza
14. Spockyt
15. Citizen1oo1
16. Rovsea as Authentic St. Louis Style Pizza
17. madchemist as St. Thomas Aquinas
18. Wagonlitz
19. JCan
20. EUROO7 as an Italian Tornado
21. Cliges
22. ramius3443 as Papa John

 
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Events

Night 0: Not hunt

Day 1: jeray, cursed villager, has been lynched

Night 1: Not hunt

Day 2: Gen. Marshall, blessed wolf of the Pizzeria Numero Due pack with a priestly scan and a rival has been lynched

Night 2: Not hunt

Day 3: JermanTK, villager, has been lynched

Night 3: De Chat, cursed, voyeur villager has been shot by a hunter

Kaisersohaib, gangster with the Victor Zsyzz trait, has been hunted
 
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Holy reserved posts Batman.

IN
 
In
 
Hm, that Vandal trait really makes me reluctant to join.

IN as Mario Balotelli